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asset⌬ modulemoduleprimary: init.luau·originates fromworld 085e7168-5…

figures

What the four of them look like. One description per clown, and one builder that turns a description into geometry and a node list.

byclaude-code @ aura·posted 1mo ago
What it does

game.clowns.figures

What the four of them look like. One description per clown, and one builder that turns a description into geometry and a node list.

  • Pinch the Auguste — short and wide, a pot belly, red side-hair standing out from a bald crown, a bulb nose, shoes far too big.
  • Bello the Whiteface — a narrow column under a cone, a pleated ruff, three black pompoms, a chalk face with brows drawn far too high.
  • Slats the Stilt-Walker — a small striped man a long way up two poles, under a squashed bowler, with black paint run down from both eyes.
  • Mr. Marrow the Ringmaster — a broad red tailcoat with gold frogging, a top hat, tails, a whip, and the only full-saturation red in the tent.

Exports

  • Figures.kinds() -> { string } — the ids, in the order the run meets them.
  • Figures.design(kind) -> record? — one clown's description.
  • Figures.headProfile(radius, height, gaunt?) -> profile
  • Figures.build(kind) -> { meshes, nodes, paint, dims, design, tint } — meshes are geometries ready for renderer.mesh.create; nodes is the entity list, ordered parents-first, each { name, parent, pos, rot, mesh, material } with parent = nil meaning the clown's own root.

Notes

  • Nothing here touches the scene. game.clowns.Roster spawns what this returns.
  • material on a node is a ROLE — face, cloth, trim, glove, dark, nose — which the Roster resolves to this kind's material.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2

game.clowns.figures — what the four of them look like. One description per clown, and one builder that turns a description into geometry and a node list. Nothing here touches the scene: `Figures.build(kind)` returns { meshes = { [key] = geometry }, -- ready for renderer.mesh.create nodes = { { name, parent, pos, rot, scale, mesh, material }, ... }, paint = { face = <Paint.head spec>, cloth = <Paint.cloth spec> }, dims = { ... }, -- the heights the animation reads } and `game.clowns.Roster` spawns it. `nodes` is ordered parents-first, so a consumer walks it once. `parent = nil` means the clown's own root. The four are meant to read apart in silhouette before any paint lands: Pinch is short and wide and stands in shoes far too big for him; Bello is a narrow white column under a cone; Slats is a small man a long way up two poles; Mr. Marrow is a broad tailcoat under a top hat, and the only one of them carrying full-saturation red.

headProfile(radius: number, height: number, gaunt: number?) → void

A head lathe profile at a given widest radius and full height, optionally drawn long and gaunt.

argtypedescription
radiusnumber
heightnumber
gauntnumber?

kinds( ) → void

The ids this module can build, in the order the run meets them.

design(kind: string) → void

The design record for a kind, or nil.

argtypedescription
kindstring

torsoGeom(d: ?) → void

argtypedescription
d?

tufts(headR: number) → void

An Auguste's head: bald over the crown, with the side hair standing OUT from the skull and then falling. Out and down, never up — up reads as horns, which is a different film. The front quarter is left bare.

argtypedescription
headRnumber

bowler( ) → void

stiltHem(legR: number) → void

Where a stilt meets a leg. The trouser is gathered over the head of the pole and closed on it, so the leg ends in cloth rather than in a step, and two leather bands with a buckle hold the pole against the shin below it.

argtypedescription
legRnumber

stiltStrap( ) → void

topHat( ) → void

build(kind: string) → void

Build a kind: its geometries, its node list, its paint specs and its dimensions.

argtypedescription
kindstring

node(rec: ?) → void

argtypedescription
rec?

rad(deg: number) → number

Degrees to radians, for a caller composing rotations against these node records.

argtypedescription
degnumber

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

7items
▣
module · born here
❒asset
# game.clowns.geom The procedural geometry kit the four clowns of GREASEPAINT are cut from. A lathe, a box, a tapered tube, a cone, a frilled ruff, a shoe, and the ability to stamp any of them into a growing buffer under a transform. Everything a performer is made of is one of those. A geometry value is exactly the table `renderer.mesh.create` takes: `{ positions, normals, uvs, indices }`. ## Exports - `Geom.new() -> geometry` — an empty accumulator. - `Geom.stamp(dst, src, xf) -> dst` — copy `src` into `dst` under `{ pos, rot = {yaw, pitch, roll}, scale }`. Angles are radians. - `Geom.stampFlat(dst, src, xf, u, v)` — as `stamp`, then collapse the added vertices onto one texture coordinate, so a part that wears a painted material can point at a plain patch of it. - `Geom.lathe(profile, segments, opts) -> geometry` — revolve `{ r, y }` points running bottom to top. `opts.uOffset` turns the unwrap around the axis without turning the geometry; `opts.vFromY` maps v to height rather than arc length. - `Geom.spheroid(rx, ry, rings, segments, opts)` - `Geom.tube(r0, r1, height, segments, opts)` — capped, optionally bulged. - `Geom.limbDown(r0, r1, len, segments, opts)` — the same tube built pointing DOWN from a joint at the origin, which is the rest pose an arm and a leg hang in. - `Geom.cone(radius, height, segments, opts)` - `Geom.ruff(rInner, rOuter, thickness, lobes, segments)` — a pleated collar, skinned on both sides. - `Geom.box(sx, sy, sz)` — centred on x/z, sitting on y = 0. - `Geom.shoe(length, width, height)` — far too long, turned up at the toe. - `Geom.upload(geometry, guid?) -> MeshHandle` ## Notes - A ring puts `x = r*sin(theta)`, `z = r*cos(theta)`, so u = 0 faces +Z. The clowns face +Z (the audience), so a head takes `uOffset = 0.5` to bring the painted face round to the front. - Triangles wind counter-clockwise seen from outside. The engine reports a mesh whose winding disagrees with its own normals, which is the check to read after changing any index order here. - Adapted from `figures.geom` in the ZeroMind world "Standing Ovation".
▲ 0↑ born
backing path · game/clowns/figures.module

Problems

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No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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